This is what I did
I went into Message.cs and made it look like
Code:
public const uint Center = 2011,
PopUP = 2100,
Dialog = 2101,
Guild = 2004,
Service = 2014,
Talk = 2000,
Team = 2003,
TopLeft = 2005,
Whisper = 2001,
World = 2021,
Website = 2105,
Broadcast = 2500;
Then went into Gamestate.cs and added
Code:
public static BroadCastMessage[] BroadCasts = new BroadCastMessage[100];
public static BroadCastMessage CurrentBC = new BroadCastMessage();
public static DateTime LastBroadCast = DateTime.Now;
Then went into PacketHandler.cs and under
Code:
case Message.Guild:
{
break;
}
adding
Code:
case Message.Broadcast:
{
if (client.Entity.Level == 70)
{
if (client.Entity.ConquerPoints >= 5)
{
if (Client.GameState.BroadCastCount <= 100)
{
client.Entity.ConquerPoints -= 5;
string BMessage = "";
for (byte i = 0; i < Data[13]; i++)
BMessage += Convert.ToChar(Data[14 + i]);
foreach (Client.GameState pClient in ServerBase.Kernel.GamePool.Values)
{
Client.GameState.BroadCastMessage B = new Client.GameState.BroadCastMessage();
B.Name = client.Entity.Name;
B.BMessage = BMessage;
// B.Place = Client.GameState.BroadCasts[Client.GameState.BroadCastCount] = B;
Client.GameState.BroadCastCount++;
Data[8] = B.Place;
client.Send(Data);
pClient.Send(Data);
}
}
}
}
else
{
return;
}
break;
}
oh and I also added
Code:
byte[] Data = null;
UPOVE
Code:
if (!CheckCommand(message, client))
??